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get_reachable_tiles

Read-only

Identify every tile a unit can legally move to with its remaining movement, using the game engine's own calculations for terrain, roads, rivers, and enemy zone of control.

Instructions

List the tiles a unit can legally reach with its remaining movement.

Args:
    unit_id: The unit's composite ID (from get_units output)

Uses the engine's own reachable-movement calculation, so terrain and feature
costs, roads and railroads, river crossings, embarking, zone of control and
impassable terrain are all already applied. Prefer this over reasoning about
per-tile movement cost yourself — that omits river/road effects and there is
no impassable flag to read.

Each line: (x,y) terrain [feature] mv:<cost> [occupied by <unit> of player N]
A tile occupied by a hostile unit is an attack target, not a move
destination, so it will not appear here.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
unit_idYes

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.11

TDQS

A5/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Beyond the readOnlyHint annotation, the description reveals meaningful behavior: it uses the engine's reachable-movement calculation, accounts for terrain/roads/rivers/ZOC/embarkation, and intentionally excludes tiles occupied by hostiles. The output line format is also disclosed, so the agent knows exactly what to expect.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is well-structured with a clear summary, argument explanation, engine-behavior note, usage guidance, and output format. Every sentence adds value and there is no filler or repetition of schema details.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a single-parameter read-only tool, the description is complete: it states the purpose, parameter source, computational behavior, output format, and an important exclusion rule. An agent can select and invoke this tool correctly without further clarification.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The schema only lists unit_id as an integer with no description, so the description carries the full burden. It explains that unit_id is 'the unit's composite ID (from get_units output)', which tells the agent where to find the value and how it relates to the tool's purpose.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description opens with a specific verb and resource: 'List the tiles a unit can legally reach with its remaining movement.' This clearly identifies what the tool computes and distinguishes it from pathing or map-viewing siblings like get_pathing_estimate and get_map_area.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It explicitly tells the agent when to prefer this tool: 'Prefer this over reasoning about per-tile movement cost yourself' and explains why manual reasoning omits river/road effects. It also clarifies that hostile occupied tiles are attack targets and will not appear, helping the agent use the result correctly.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.